Allowable ranks for Sector Conquest

Right now, change of ranks involved in T3 and T4 Dreadnought Battles, will create even more imbalances, than we currently have.

 

It might create “Pay to Win” scenario (in case of second vote option), because people would be more likely “encouraged” to get Cerberus, but if they cannot yet, they may get only Sigurdr instead, to shoot down enemy torpedoes.

Then they are rest of Premium ships, which could fall in the same category.

On rank 8, there is enough good ships. By raising the requirements, you will squeeze potential players from entering such mode, unless if they get Premiums and let’s not forget about the modules themselves.

 

Summary: Rank 9-10

 

Styx, Garm, Valor

Sigurdr

Sai

Deimon

BlackBomber

 

 

See my point?

Right now, change of ranks involved in T3 and T4 Dreadnought Battles, will create even more imbalances, than we currently have.

 

It might create “Pay to Win” scenario (in case of second vote option), because people would be more likely “encouraged” to get Cerberus, but if they cannot yet, they may get only Sigurdr instead, to shoot down enemy torpedoes.

Then they are rest of Premium ships, which could fall in the same category.

On rank 8, there is enough good ships. By raising the requirements, you will squeeze potential players from entering such mode, unless if they get Premiums and let’s not forget about the modules themselves.

 

Summary: Rank 9-10

 

Styx, Garm, Valor

Sigurdr

Sai

Deimon

BlackBomber

 

 

See my point?

They could move the Centaur to r10 and remove either a Engine or a Shield Slot

No it won’t help. Give back the modules for the T3 ships, and the dread will be balanced. Because R8-R9 was balanced. Remove the T4 modules from T3 and the T5 from T4. I support the idea, to let the players use the lower tier modules on higher tier, that helps to move forward. Why I still talking about tiers? Because the shiptree and the implants designed for tiers. Just because you remove the T from the game, the design still has it.

There are plans to rework the ship tree.

 

 

Added Devouder’s suggestion from Russian forum (i don’t think that this is possible for now, but i’m interested in your opinion)

Not only the difference between MK1 and MK5 is a problem, also the difference between the ranks, it can theoritically happen that a r9 cov ops with r9 orion mk4(37s recharge 103% dmg) has to fight vs an r11 cov ops with an r15 Orion MK5(29.7s recahrge 108% dmg) -> T5 MK5 is sometimes over 25% better(with implants)then r9 mk4 stuff and over 50% better then r9 MK2 stuff.

Yes, they should put back the modules to their own Tier. It is ok if you can put a lower tier weapon to a higher tier ship, that help for the newbies, but backward it is not working well. That just give stronger weapons to the vets.

Yes, they should put back the modules to their own Tier. It is ok if you can put a lower tier weapon to a higher tier ship, that help for the newbies, but backward it is not working well. That just give stronger weapons to the vets.

An it gives players with higher ranks way better implants (r10a(module reload time 10% less)/c(8% effect) | r11(8%more dps/20% less missle reload time) | r8(17% more often heal) | r9(more ressistances) | r7(b makes intys flyable/ a makes engies/commands so much better) …

Here is my suggestion: rework the whole thing so it is worth playing. These are the big issues.

 

  • Getting 8 attacks on our sector and only one shows up… Trying to get an attack on a GS sector, and not get in because 8 other corps placed attacks, and then you realise that only one of them shows up and you were cheated out of the sector…
  • Having sectors that have not changed hands since the start because they have 130% defense force and there is absolutely no point attacking them.
  • Fake corps, fake attacks, fake accounts for farming…
  • Lags
  • Repetitive matches (only two tactics are viable)
  • No t5 still? (hope this poll shows it is coming soon)
  • No link to Open Space to improve immersion. (There have been been suggestions in the past, including: corp logo in that sector, special missions that the corp can farm if it owns the sector, possibility to build structures within the sector for improved income/defense, ability for corp members to undock straight into that sector, positioning of the corp’s dreadnought in that sector… to name but a few.)
  • No alliances system - suggested hundreds of times and always refused. This could even be a solution for the fake corps/attacks if worked properly.
  • Only one map available. Why not change the maps, even if it just as simple a thing as changing the background to existing backgrounds from other PVP and PVE maps?

 

 

Sorry for not being too constructive, but those are the problems we should be focussing on right now, not just a simple problem of ranks.

 

 

but those are the problems we should be focussing on right now, not just a simple problem of ranks.

guys, i repeat, i don’t say that we will solve all problems by implementing these solutions, we just want to know your opinion about small changes. Before potential implementing (or not). You always want communications before changes, and i’ve decided to try this with small changes (potential!) in other form than developer blog.

guys, i repeat, i don’t say that we will solve all problems  by implementing these solutions, we just want to know your opinion about small changes. Before potential implementing (or not). You always want communications before changes, and i’ve decided to try this with small changes (potential!) in other form than developer blog.

 

OK, sorry for mentioning this here then.

 

I have nothing else to say on the matter of sector conquest.

There are plans to rework the ship tree.

I had a strong feeling about this. That’s why I asked the things, uuum… the things I asked. I would not mind it. Even if it would come with losing a few ships from some lines here and there. There are too many ships unused and only maxed because of the syn bonus or the ranking up requirements. In this case I also would not mind getting back the invested syn as free synergy. :fed002:

There are plans to rework the ship tree.

 

 

Added Devouder’s suggestion from Russian forum (i don’t think that this is possible for now, but i’m interested in your opinion)

 

I have multiple ideas but non of them can be implemented fast (I wrote you one of my old suggestion in PM a few days ago). I still suggest to revert back simply the tiers. It was clear, it was ok. It was not perfect because the playerbase  was too small for 5 tiers.

That would fix the current dread imbalance problem. As I said the T1 on T2 the T2 on T3 module mixing would be really nice. That would help for the players.

 

After we got back the balance, I would be really open to redesing the Dreads.

Then if you still like to change to a Tierless system, we can open a discussion about it and I’ll be super positive and constructive. But please try to keep the order.

The ships needs rework with the implants, module slot amounts, number of active modules, passive bonuses, if you really like to remove the tiers. And a new ship-tree is ready, you’ll need a plan how to deploy it step by step. Even if the new ship-tree would be perfect you can’t just deploy it on a Thursday morning.

So IMO the rank change for dread will generate even more problems than it solve. So doesn’t worth to start working on it. There is not just a few ships what if we move, it will fix the problem. 

I like the discussion about the change, I find it very positive, but I suggest to start the discussion at the Dread redesign, or a poll about a Tier rollback for ships.

I think the ranks are fine as it is. 

guys, i repeat, i don’t say that we will solve all problems by implementing these solutions, we just want to know your opinion about small changes. Before potential implementing (or not). You always want communications before changes, and i’ve decided to try this with small changes (potential!) in other form than developer blog.

 Just make sure new players can’t get farmed so hard they get a case of the sour grapes and quit forever before they become invested. It’s bad for business on the long run because once new players stop coming, regular players leave with their friends to socialize in a new game, then skilled players go “where are the gudfights?” and leave. then the farmers become the majority and suddenly you’re trying to appease people who will never stop whining because they want easy and there’s no easy left, and then what’s left of your skill base really drops through the floor as they all become disgusted to the level you’ve stooped to in order to stay in business. Kind of like MWO, but MWO was designed from the start to ride off of old men who have played battletech for over half their life. Personally I’m looking forward to seeing what happens when they release on steam. I have a hypothesis, but those are only fun when proven.

Anyway, back on topic, community warfare should be open only for ships with at least four active slots for starters and should be kept in ranges relative to the equipment they can use. Additionally, a minimum synergy level restriction would be nice, in my opinion.

Hey Guys and Girls,

 

I think that some of your problematics already had some answers:

 

About “Dreadnought Redesign” : I invite you to relisten the first “Community Manager Dialogue” around 4.10-4.20, Aliskosan is saying something that will please you.

 

About “Alliance and Stuff”  : The Alliance System for Dreadnought Battle and Sector Control has been announced some time ago. More exactly, HERE

For the Lazy ones :

 

 

Another potential new feature is a system of alliances between corporations.

 

About the “Ship tree” : They are aware about it (Since I’m yelling about it every week at least, if not more :D). But the same problematic we had before the Hyena and the Achille is here. They can’t simply Copy/Past an existing Ship, make a SwapColor and change some bonuses.

And it’s taking time to create this kind of ships, especially to make them unique, interesting and competitive. And introducing new ships in the ship tree imply that this new ships will have their owns identities.

 

Overall, This poll is not about finding the ultimate long term solution, but find the one which, according to player’s opinions, will allows every players to enjoy the Dreadnought Battles the time all the problematics are fixed.

Once again, Developers and Designers are not some kind of TechnoPriest from the Mechanicus of Mars, singing in binaries to their Computers to create stuff.

 

 

Before making changes for change sake, why not balance the times. Dread battles are for me at 8am 1 pm, 3pm and 11 pm.

  It would seem really easy to split each sector in two, giving us 6 battle times daily then I would prefer them every 3 hours with a gap late night.

Next the fake attacks

  a corps first attack costs stay the same,

  a second attack in a sector costs 3x more

       with a refund of 66% if you fill the attack

 a third attack cost 9x more

   with a refund of 66% if you fill it.

where would I like to see the efforts of the Devs

 Clean the game up some, less flash and more fight

Back in the days of open bata  everything seemed quicker/faster

 with each new fancy feature it took a little away from the speed of game play

 A devloper by there vary nature has a good computer and they dont relize how all the flashy bells and whisles effect people who dont have as good of computer

Apologies for not being able to quote two players, I agree with both Gizmomac and Koromac here. I find the current ranking imbalancing and in a way discouraging to new players. As for the dreadnoughts, well  Koromac summed it up well, and althought Doomb0t stated that the whole situation is monitored and not final I’m afraid that by the time a decision is taken the player base will lower even more. I’m not a specialist, nor have the time to be one, however I can see we’re getting fewer and fewer.
 

A rank 9 aka Tier 3 [as used to be] right now gets guns/modules from T4, and its great for the player that had the time to gather monocrystals and all the essential to upgrade those weapons/modules but what about the new player that just started or they are a month old ? They will be “farmed” on a ragular basis by the so called “pros” and few days later bye bye SC, no need to unergo that horrible experience. I’ve spoken with a new player about this, sadly I got that reply. And I’m 100% certain because the new player is my wife…

About “Alliance and Stuff”  : The Alliance System for Dreadnought Battle and Sector Control has been announced some time ago. More exactly, HERE

 

Keyword “possible”… Coming from the same devs who said “We will reimplement the squadding changes (2-mans don’t need a squad on the other team to get a game) after we fix the bugs.”

 

When the devs make the promise “we will do something”, but still haven’t shown any intentions of doing it 6 months later, it doesn’t exactly give anyone hope that a “possibility” will ever happen.

Before making changes for change sake, why not balance the times. Dread battles are for me at 8am 1 pm, 3pm and 11 pm.

  It would seem really easy to split each sector in two, giving us 6 battle times daily then I would prefer them every 3 hours with a gap late night.

Yes Please. Times need a rework (mainly that the second part of fed space should be moved back and placed as a second time zone within the US/SA primetime (preferably before the 11pm Eastern one).

 

Next the fake attacks

  a corps first attack costs stay the same,

  a second attack in a sector costs 3x more

       with a refund of 66% if you fill the attack

 a third attack cost 9x more

   with a refund of 66% if you fill it.

That isn’t how attacks work, they haven’t worked that way for months. 1 attack per corp per sector. What needs to change is that the entire system needs a rework. Forget announcements for attacks. There needs to be either a completely new system of attack/defense, or make this system have a queue for a sector, and the first X corps that actually show up from that queue get to participate. Imo, that is the best option, as it will completely remove any purpose for fake attacks. 

 

where would I like to see the efforts of the Devs

 Clean the game up some, less flash and more fight

I completely agree. More needs to be done to make a functioning client and quicker queues** , more balance, better games a top priority. Who cares about flash if the fight that that flash is used in doesn’t work.**

 

Back in the days of open bata  everything seemed quicker/faster

Definitely. I remember those days, where major bugs or issues would be ** fixed in a timely manner, instead of being put off for weeks or months or having the excuse made of “working as intended”.**

 

A rank 9 aka Tier 3 [as used to be] right now gets guns/modules from T4, and its great for the player that had the time to gather monocrystals and all the essential to upgrade those weapons/modules but what about the new player that just started or they are a month old ? They will be “farmed” on a ragular basis by the so called “pros” and few days later bye bye SC, no need to unergo that horrible experience. I’ve spoken with a new player about this, sadly I got that reply. And I’m 100% certain because the new player is my wife…

 

Since R9 ships can face R11 ships, it is a nice balance point for them, but at the same time, those R9 ships can also face R7s, which don’t have that gear. That was one of the perks with tiers, no ships would have to face more advanced gear. I created a thread that suggests a way to fix tiering and modules. Basically reinstate the old tiers, but make all ships in the tier have the same number of module slots (active and passive), and make the module rank ranges in such a way that more advanced gear cannot be carried down a tier, but purple gear from a previous tier can be brought up to the next tier so you aren’t stuck with white gear when you move up a tier. (Basically have these module rank ranges: 1-5,4-8, 7-11, 10-14, 13-15)

I was going to vote for being okay with the current system, but actually, the one presented here was something similar I’ve been discussing with players for a few weeks now.

 

bullet_star_rated.png Т3 - 8,9,10 ranks, Т4 - 10,11,12 ranks, Т5 - ranks from 11 to 15. (6 votes [18.18%] -  View )

 

My version was:

  • T1: Ranks 1-4
  • T2: Ranks 5-7
  • T3: Ranks 8-10
  • T4: Ranks 11-15
  • T5 no longer exists.

I really like this, as it merges the module/modifier availability in ways that maximize equality across the ranks. A full-purple R11 can compete with a full-purple R15 if the R11 is a stronger player. This isn’t always the case, but still.

 

It would be important to make module/modifier counts and access uniform in each of their respective tiers, though.

Now that I see it on paper Nuc, I like this idea. I support you entirely, except for one thing… Rank 11 ships will lose to Rank 14’s no matter what the setup is.

Rank 11 ships will lose to Rank 14’s no matter what the setup is.

So not true. Check the ship tree again and see R11 Minotaur, lance bartle, Nodachi A, Tiger-M and such

 

In some cases its actually the opposite of what you think - Lance Bartle is better than swordAE for non-gauss build due to better bonuses and extra engine slot. Nodachi A also has arguably better bonuses than wak-R